A semi-roguelike game inspired by the literature of Jorge Borges, Umberto Eco & Neal Stephenson, and the games Europa Universalis and Dark Souls.URR aims to explore several philosophical and sociological issues that both arose during the sixteenth and seventeenth century (when the game is approximately set), and in the present day, whilst almost being a deep, complex and highly challenging roguelike. It explores questions of philosophical idealism, cryptography, linguistics and the writing and formation of the historical record, and will challenge players to hopefully think in ways and about themes that are rarely touched upon by games.

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Ultima Ratio Regum - AI that cares about its own survival

Ultima Ratio Regum - AI that cares about its own survival

Sep 5, 2011 1 comment

The challenge: make AI that cares about its own survival, like any real-world creature, but provides interesting gameplay and doesn’t simply flee...

Ultima Ratio Regum: variation in creature brains!

Ultima Ratio Regum: variation in creature brains!

Sep 16, 2011 0 comments

Blood, guts, and creature brains - 'brainless', 'animal', or 'intelligent'? The implications of these...

Ultima Ratio Regum Overworld generation!

Ultima Ratio Regum Overworld generation!

Sep 23, 2011 0 comments

Overworld generation - grassland, desert, ruins, camps, swamps, and lurking Hydra...

Ultima Ratio Regum combat update!

Ultima Ratio Regum combat update!

Sep 30, 2011 0 comments

How to gouge a Cyclops's eye; chop off a Hydra's third head; or take off all of a Giant Spider's legs.

Ultima Ratio Regum and the 'Great Alpha Consultation'

Ultima Ratio Regum and the 'Great Alpha Consultation'

Oct 10, 2011 4 comments

New screenshots, and the ability to have your say on the central focus the alpha will have.

World generation, new map size, and over a billion squares...

World generation, new map size, and over a billion squares...

Nov 4, 2011 4 comments

An overview of the recent changes to Ultima Ratio Regum's worldmap - a massive increase in size, complexity, and variety.

World map generation finished!

World map generation finished!

Nov 18, 2011 0 comments

A look at a generated Ultima Ratio Regum worldmap; a bit about how it's made; and what comes next.

Ultima Ratio Regum: now with z axis!

Ultima Ratio Regum: now with z axis!

Dec 3, 2011 2 comments

The introduction of the z axis, and the new importance of height, hills, cliffs, and falling to your death.

Falling through ice and freezing to death in Ultima Ratio Regum!

Falling through ice and freezing to death in Ultima Ratio Regum!

Dec 10, 2011 2 comments

'Strategy roguelike' Ultima Ratio Regum now comes with polar regions, and all the threats that lurk within...

Ultima Ratio Regum finally gains a sidebar, and some UI!

Ultima Ratio Regum finally gains a sidebar, and some UI!

Jan 9, 2012 2 comments

Addition of a sidebar to Ultima Ratio Regum; displaying your location, nearby territory, troop force, mercenaries, and other useful stuff...

Oases, mountains and volcanoes!

Oases, mountains and volcanoes!

Jan 20, 2012 15 comments

A look at the snazzy new procedurally-generated terrain features in Ultima Ratio Regum.

Ultima Ratio Regum's new, rather more realistic, worlds.

Ultima Ratio Regum's new, rather more realistic, worlds.

Feb 3, 2012 6 comments

In which the old, weird world maps are destroyed, and something far better takes their place.

Major Ultima Ratio Regum update - screenshots!

Major Ultima Ratio Regum update - screenshots!

Apr 13, 2012 4 comments

New screenshots of many new features, improvements of old ones, and a general look at the game's development.

Large roguelike creatures and animated world generation

Large roguelike creatures and animated world generation

May 11, 2012 5 comments

A shot of a new kind of creature, and an animation displaying every stage of world generation!

Fonts, resolutions, Dvorak and fullscreens.

Fonts, resolutions, Dvorak and fullscreens.

May 25, 2012 3 comments

On the technical options in Ultima Ratio Regum, and accommodation for different computer setups.

Stealth, roguelikes and facing directions!

Stealth, roguelikes and facing directions!

Jun 2, 2012 0 comments

Two new features in Ultima Ratio Regum - stealth, and 'view types' to see friends/foes, directions, species, etc. Read on!

Major worldgen improvements (two days to release!)

Major worldgen improvements (two days to release!)

Jul 7, 2012 4 comments

On the addition of a host of new options to Ultima Ratio Regum world generation, and impending release!

Ultima Ratio Regum 0.1.0 released

Ultima Ratio Regum 0.1.0 released

Jul 9, 2012 4 comments

After 15 months of one-man development, Ultima Ratio Regum's first alpha is live!

Skill Trees and Progress to 0.2.0

Skill Trees and Progress to 0.2.0

Sep 21, 2012 0 comments

Skill tree mechanics, Medieval-era progress, and a general update.

Medieval-era skill trees 2/3

Medieval-era skill trees 2/3

Sep 28, 2012 0 comments

Four more of the twelve medieval skill trees - Archery, Stealth, Armor and Survival.

Recolored and shaded world maps.

Recolored and shaded world maps.

Nov 2, 2012 0 comments

In which Ultima Ratio Regum's maps undergo a much needed overhaul, and vast amounts of work are done towards the next release.

New trees, season changes and day/night changes.

New trees, season changes and day/night changes.

Nov 10, 2012 8 comments

Trees are redone to take up multiple squares, and trees and land are shaded according to season and time of day.

Ultima Ratio Regum's guidebook and 0.2 release date

Ultima Ratio Regum's guidebook and 0.2 release date

Nov 24, 2012 4 comments

A screenshot of the new in-game guidebook, and a release date in the very near future!

Ultima Ratio Regum v0.2 released!

Ultima Ratio Regum v0.2 released!

Nov 26, 2012 8 comments

After four months of hard work, I bring you a new version, complete with two colossal secrets.

Development Goals 0.2.1 onwards

Development Goals 0.2.1 onwards

Dec 1, 2012 0 comments

After last Monday's 0.2.0 release, a look at the future of Ultima Ratio Regum.

Ultima Ratio Regum v0.2.1 released!

Ultima Ratio Regum v0.2.1 released!

Dec 3, 2012 0 comments

Bugfixes, resources map, exporting to .png, and a bunch of other smaller additions.

Procedurally generated flags

Procedurally generated flags

Dec 10, 2012 4 comments

The first progress update towards 0.3.x, and some procedural flags.

Ultima Ratio Regum territory generation!

Ultima Ratio Regum territory generation!

Dec 22, 2012 3 comments

A demonstration of the territory generation, and what world maps look like at the start of the game.

Religious Icon Generation

Religious Icon Generation

Jan 7, 2013 7 comments

Details of the religious icon generation system in Ultima Ratio Regum, and some info about future updates.

Gameplay Locations: Ziggurats

Gameplay Locations: Ziggurats

Feb 5, 2013 0 comments

In which Ultima Ratio Regum finally starts working on some actual gameplay, beginning with overgrown tropical ziggurats...